Dancing Hoskuld
Deity
I now have access to the SVN. I am assuming I don't have update access, nor do I need it. At least not until I have something to put in there. With a bit of work whatever I add to KROME should also be usable in RoM-AND.
I do still work in KROME and want to continue with the project but an accumulation of personal & computer problems have lead me to the inactivity...
My GPU has recently died and I can't play a game more than a few minutes and windows have some serious problems since it randomly closes programs at some point.
I'm also preparing my next course as physics major before I already planned because of some changes in the calendar, so I will be free (and back) from 15 september to 1 october but now this is hell.
I'm sorry about these things, but I can not do so much... except upload to the repository the things I already did.
I have told Jtanner to continue the development until I come back and we can work together.
I've been thinking about what modcomps would fit well in KROME, keeping in mind that they would need to be high quality, popular, and add significant strategic depth without sacrificing speed or adding bloat. Here's a short list of the ones that I had in mind and a brief reason why.
1.) Dale's Combat Mod v2.2 -- Reason: Lots of combat mechanics!
2.) SUPER SPIES v1.6 -- Reason: Spy promotions!
3.) Advanced Diplomacy 2.1 -- Reason: Lots of diplomatic mechanics!
4.) Super Forts 1.12 -- Reason: Upgrades forts to claim territory and resources!
5.) Advanced Unit Automations -- Reason: Adds lots of automated actions for units!
6.) Multiple Production / Multiple Research -- Reason: Makes and overflow more useful!
7.) Mountains: Back to Service -- Reason: Passable and workable mountains! (Note: for this one you'd really need to get it out of AND. As is it doesn't have a game option, and the mountains are passable from the get-go. AND sets up a tech restriction for moving on mountains and has some cool promotions dealing with mountains. Actually, this is one that I intend to strip out of AND and re-release as a modcomp with the game option and promotions eventually.)
Be aware it's a bug related to the BUG python files!! Turning Callback on will not fix the problem.haven't tested out the building upgrades yet. I have turned the CANNOT_CONSTRUCT callback back on though. I'll hop into world builder later tonight and set up some test cases.
Standard KROME does not have Multiple Production/Research or Advanced Diplomacy. It's frozen at 0.85b waiting for Isabelxxx. All of the modifications/additions I have made are in the "jtanner28" branch. If Isabelxxx doesn't show for a long time, we'll just call that branch the main and move on. If she does show, then we can have lots of sparkly new stuff to show her.
Same opinion. And again, my aim is to improve the game while maintaining a good AI. Anything not included in that definition is out for me. Or optional.I purposely proposed RoM1.03E as the Content Mod and wanted K-Mod for AI. Rom1.03 Never had REV and I would like to see it kept that way, please.
I will have to check what can be done... with it, surely Dancing Hoskuld has found the reason.4. has a history of being abusive. AI will build forts every where and not utilize a resource properly.
Wow it (AAranda's custom religions) almost work straight out of the box. However they are from a later version of RoM which has more religions than this one. As I see it there are two options
1) Add the extra religions (Egypt Myth, Zoroastrianism, Helenism, etc) or
2) Remove the references to them from the mod
Which would you prefer?
TechTypes getDiscoveryTech(UnitTypes eUnit, PlayerTypes ePlayer)
{
TechTypes eBestTech = NO_TECH;
int iBestValue = 0;
/************************************************************************************************/
/* phunny_pharmer Start 09/03/12 */
/* Religion Founding */
/* Goal: To make great prophets favor bulbing the most advanced religion available, even if */
/* there are other techs available that can be bulbed. By default, prophets favor founding */
/* later religions with higher tech costs. Note that the short circuit is ignored if the */
/* player already has control of a holy city, to distribute religions more evenly. */
/************************************************************************************************/
if(!strcmp(GC.getUnitInfo(eUnit).getType(),"UNIT_PROPHET"))
{
bool bOwnsHolyCity = false;
for (int iReligion = 0; iReligion < GC.getNumReligionInfos(); iReligion++)
{
// if the relion has already been founded, don't bulb through this mechanism
ReligionTypes rReligion = (ReligionTypes) iReligion;
if(GC.getGameINLINE().isReligionFounded(rReligion))
continue;
// if the player owns a holy city, don't bulb through this mechanism
CvCity* cHolyCity = GC.getGameINLINE().getHolyCity(rReligion);
bOwnsHolyCity |= (cHolyCity && cHolyCity->getOwner() == GC.getGameINLINE().getActivePlayer());
TechTypes iPrereqTech = (TechTypes) GC.getReligionInfo(rReligion).getTechPrereq();
if(GET_PLAYER(ePlayer).canResearch(iPrereqTech))
{
int iValue = GC.getTechInfo(iPrereqTech).getResearchCost();
if (iValue > iBestValue)
{
iBestValue = iValue;
eBestTech = iPrereqTech;
}
}
}
if(eBestTech != NO_TECH && !bOwnsHolyCity)
return eBestTech;
}
/************************************************************************************************/
/* phunny_pharmer End 09/03/12 */
/************************************************************************************************/
for (int iI = 0; iI < GC.getNumTechInfos(); iI++)
{
if (GET_PLAYER(ePlayer).canResearch((TechTypes)iI))
{
int iValue = 0;
for (int iJ = 0; iJ < GC.getNumFlavorTypes(); iJ++)
{
iValue += (GC.getTechInfo((TechTypes) iI).getFlavorValue(iJ) * GC.getUnitInfo(eUnit).getFlavorValue(iJ));
}
if (iValue > iBestValue)
{
iBestValue = iValue;
eBestTech = ((TechTypes)iI);
}
}
}
return eBestTech;
}
Is this for Limited Religions? What if I want Multiple Religions?
JosEPh